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Other => FOnline:2238 Forum => Archives => News and Announcements => Topic started by: Mayck on December 31, 2012, 12:16:22 am

Title: Changelog 31/12/12
Post by: Mayck on December 31, 2012, 12:16:22 am
FIXES:
- Mysterious disappearances of followers hopefully fixed once and for all. (May not work for pre-update companions which saw their master die.)
- Fixed several text and dialog bugs.

FEATURES:
- Added space indicator for containers.

CHANGES (WIP):
- Shotgun burst now has a chance for knockback effect if target is 6 or less hexes away. The chance is 20% per bullet hit (e.g. 3-shot burst has 60% knockback chance, 5-shot 100%, 6-shot 100%).
- Added a few recipes to fixboy for craftable containers:
- Followers protect only owner (and other followers of the owner) not all faction members and don't react if a faction member who isn't owner attacks someone. They still won't attack members of the owner's faction or their followers who shot them (assuming accident/friendly fire).
- Followers run away to World Map when their leader dies or logs off.
- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.

EXTRA NOTES:
- Run the updater to obtain the new files.
- Custom interfaces may require update (http://fodev.net/forum/index.php/topic,4612.msg232466.html#msg232466)
Title: Re: Changelog 31/12/12
Post by: Nexxos on December 31, 2012, 12:19:42 am
This is my BOOMSTICK!
Title: Re: Changelog 31/12/12
Post by: DocAN. on December 31, 2012, 12:19:50 am
Nice :D
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on December 31, 2012, 12:20:53 am
Very nice update thx for containers;)
Title: Re: Changelog 31/12/12
Post by: LeMark on December 31, 2012, 12:21:49 am
Mayck is the man, thanks you  ;D
Title: Re: Changelog 31/12/12
Post by: Daryl on December 31, 2012, 12:23:56 am
when will you add h q chems its been over a year now
Title: Re: Changelog 31/12/12
Post by: jacky. on December 31, 2012, 12:30:28 am
mercs...nooo i just made 15 mercs leaders ;D
maby this will fix mercs problem...and thnx for containers
any info when we can see ba/ea/nrc armors?
Title: Re: Changelog 31/12/12
Post by: Enzotainment on December 31, 2012, 12:31:25 am
shotgun fun on it's way  :-*
Title: Re: Changelog 31/12/12
Post by: racoon on December 31, 2012, 12:32:36 am
lol? disabled "attack everyone"? maybe disable ATTACK too at all?
Title: Re: Changelog 31/12/12
Post by: Marko on December 31, 2012, 12:44:50 am
Craftable containers! WOW fantastic - Thank you! Shotguns doing some knockback - excellent addition.

I'm glad i suggested the container space indicator when i did, but i have a feeling you were already working on it ;) Thanks for all!
Title: Re: Changelog 31/12/12
Post by: bady123 on December 31, 2012, 12:48:31 am

- Followers protect only owner (and other followers of the owner) not all faction members and don't react if a faction member who isn't owner attacks someone. They still won't attack members of the owner's faction or their followers who shot them (assuming accident/friendly fire).
- Followers run away to World Map when their leader dies or logs off.
- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.

I came.

amazing update, thank you for this late Christmas present. Keep up good work :)
Title: Re: Changelog 31/12/12
Post by: DocAN. on December 31, 2012, 12:54:31 am
which shotgun have 6 bullet burst?
Title: Re: Changelog 31/12/12
Post by: JovankaB on December 31, 2012, 12:56:31 am
CAWS.

For people who updated already - run updater again. We forgot about one file.
Title: Re: Changelog 31/12/12
Post by: McLooter on December 31, 2012, 01:12:47 am
Thanks for the nice update.
Title: Re: Changelog 31/12/12
Post by: JovankaB on December 31, 2012, 01:13:11 am
For people who updated again, run updater again (once again) :P
Title: Re: Changelog 31/12/12
Post by: Hololasima on December 31, 2012, 01:16:09 am
One big +1 to this update and people who had that work  ;)
Title: Re: Changelog 31/12/12
Post by: Roachor on December 31, 2012, 01:21:02 am
finally shotguns get some love
Title: Re: Changelog 31/12/12
Post by: Alexandrite on December 31, 2012, 01:26:44 am
fsdflsdjgfhjsdlkgj update!!!
Title: Re: Changelog 31/12/12
Post by: Ganado on December 31, 2012, 02:09:38 am
Very nice update! Great to see finally see container sizes, and the shotgun buff.
Title: Re: Changelog 31/12/12
Post by: Adams48 on December 31, 2012, 03:18:25 am
Awesome! God bless you.
Title: Re: Changelog 31/12/12
Post by: Slaver Snipe on December 31, 2012, 03:24:08 am
Can't check atm but I am assuming followers will still attack whatever the owner shoots at?
Title: Re: Changelog 31/12/12
Post by: JovankaB on December 31, 2012, 03:24:28 am
Can't check atm but I am assuming followers will still attack whatever the owner shoots at?

Of course.
Title: Re: Changelog 31/12/12
Post by: Gimper on December 31, 2012, 03:29:29 am
I was reaallly hoping for a wipe... But thanks for the update I suppose.
Title: Re: Changelog 31/12/12
Post by: Roachor on December 31, 2012, 03:33:46 am
I was reaallly hoping for a wipe... But thanks for the update I suppose.

Just delete all your chars problem solved
Title: Re: Changelog 31/12/12
Post by: Johnnyrico on December 31, 2012, 03:35:46 am
thanks for the update,   im thinking about return to 2238!!  LOL
Title: Re: Changelog 31/12/12
Post by: Johnnyrico on December 31, 2012, 03:37:02 am
oh yeah,,,BTW,  shotgun knockback works for NPC also right?
Title: Re: Changelog 31/12/12
Post by: Eternauta on December 31, 2012, 03:41:10 am
Awesome update! Thanks a lot.
Title: Re: Changelog 31/12/12
Post by: jacky. on December 31, 2012, 03:58:56 am
I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished
Title: Re: Changelog 31/12/12
Post by: Bulldog on December 31, 2012, 04:01:07 am
Sounds like an awesome update guys, thanks for all the hard work.
Title: Re: Changelog 31/12/12
Post by: Besmrtnik on December 31, 2012, 04:05:57 am
very good update :)
Title: Re: Changelog 31/12/12
Post by: JovankaB on December 31, 2012, 04:09:35 am
I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished

Except rocket has 40 hex range and shotgun knockback is only from 6 or less hexes.
And, uh... RL is actually cheaper and easier to get than pancor.

We will talk about unbalance when you will see in PvP more caws/pancors than RLs.
Title: Re: Changelog 31/12/12
Post by: jacky. on December 31, 2012, 04:18:36 am
I am not saying this is bad but kicking out for 10hexes is to much and it is like in 2nd category action movie. 2-3 hexes should be nice instead of 10-12. This will be new troll weapon in ncr and nr.
And thnx for nerfing mercs. It was really good move even if my 39mele muties are harder in use.
Title: Re: Changelog 31/12/12
Post by: Ganado on December 31, 2012, 04:23:17 am
Not saying you're wrong or right, but I would wait more than an hour before you decide something is more annoying (than current troll builds/tactics). ;p
Title: Re: Changelog 31/12/12
Post by: Catoptromancy on December 31, 2012, 04:25:31 am
Most awesome! I have already cleaned the piles of loot into a series of crates and chests.
Title: Re: Changelog 31/12/12
Post by: jacky. on December 31, 2012, 04:29:16 am
Most awesome! I have already cleaned the piles of loot into a series of crates and chests.
Yes this v useful. I had few lockers from tabaco exploit but those are much better. Can go a little further and think about crafting turrets and sand bags? This would bring more options to pvp. Turrets could use laser and plasma rifles or bg weapons.
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on December 31, 2012, 05:19:53 am
We can now use shotguns in pvp it's awesome!
Title: Re: Changelog 31/12/12
Post by: S.T.A.L.K.E.R on December 31, 2012, 05:25:21 am
Soon it's gonna be bluesuits with high AC running around with HK Caws now, knocking everyone down :D
Title: Re: Changelog 31/12/12
Post by: vedaras on December 31, 2012, 05:43:36 am
I saw few knock backs from shotguns and they are a little to strong. Even rocket has weaker effect. I like this feature but it need to polished

rocket launcher also has 40 hexes range, so i think shotguns knockback should have stronger effect if you want them to be used in battle, if they would have some weak shit effect, they just wouldnt be used in pvp just like they are now.
Also yeah, thank you devs, finally seems like a good update :)
Title: Re: Changelog 31/12/12
Post by: Gimper on December 31, 2012, 06:14:17 am
Chests cannot be rotated. Just sayin.
Title: Re: Changelog 31/12/12
Post by: T-888 on December 31, 2012, 06:32:15 am
Excellent update.

so i think shotguns knockback should have stronger effect

My guess of balance for shotguns would be to increase their "armor piercing" capabilities by buffing their damage modifier to -15%, knock-back effect to work on full range with twice less efficiency keeping the 6 hex rule or each hex beyond that range to have flexible penalty to the chance to knock-back by decreasing it up to a minimum of 25% at maximum range for any type of shotgun. On top of that each knock-back could deplete the opponent of, for example, 1-2 action point/s, since it requires 5 action points to even shoot with bonus rate of fire, taking in consideration the range, damage output and since the knock-back itself rarely would allow a "lock-down" (unless target is in narrow spaces and is being hit against the wall, though that would mean that shotguns are just superior in close range combat, what wouldn't be a bad thing) as the target after the first hit would be out of reach in most cases and if not the chance to do a sub-sequent knock-back would be reduced in any of the given situations of how the knock-back could work as the target would be farther away.

Only after these kind of changes I imagine using shotguns effectively in various combat situations and the weapon type having some sort of special role and overall being somewhat viable.

Currently, okay that knock-back is cool, but 6 hexes are majorly impractical (I guess some guys will try to camp buildings now in some Reno, then feel the rest of the flaws I am mentioning here), damage output is pathetic and on top of that range is very limited, the weapon is just outclassed in every way by "conventional" arms and, for example, some frag grenades can do the job even better as they don't "teleport" the opponent away, but locks him down leaving him vulnerable.


We will talk about unbalance when you will see in PvP more caws/pancors than RLs.

O lol, that's not going to happen, not even with the badass changes I suggest.
Title: Re: Changelog 31/12/12
Post by: sHoW. on December 31, 2012, 07:13:11 am
Good work with containers! I waiting for more good updates like this.
Title: Re: Changelog 31/12/12
Post by: Johnnyrico on December 31, 2012, 07:34:03 am
Good work with containers! I waiting for more good updates like this.

im waiting it ,too :)
Title: Re: Changelog 31/12/12
Post by: Cyber Jesus on December 31, 2012, 09:10:10 am
Thanks for the lags, devs.
Title: Re: Changelog 31/12/12
Post by: naossano on December 31, 2012, 11:01:23 am
Craftable container ???? :o :o :o
That's a dream that comes real.... Next changelog, NameColorizing will be back if thing keep as good.

Of course, to counter such a great feature, we lost one charm of followers.
They will now laught and drop names instead of defend their faction members. These mercenaries are now some selfish bitches.  At least, it logical with their mercenaries status. "We get pay by you, we don't care if your family get slauthered. It makes me sad, but i also understand the PVP abuse in TC. I hope a middle ground will be found between uncaring mercenaries and big armies of muties.
(is it possible to nerf features abuse instead of nerfing features?)

Also, i am not sure i had understand.
If the leader of follower log off, followers flee.
This feature also apply if followers are mining, protecting the base/tent or PXing rats in public locations ?
Or is it only when players appear in TC town ?

I hope i can still keep my slaves productive when i am not constantly watching them...

Title: Re: Changelog 31/12/12
Post by: JovankaB on December 31, 2012, 11:13:15 am
This feature also apply if followers are mining, protecting the base/tent or PXing rats in public locations ?
Or is it only when players appear in TC town ?

I hope i can still keep my slaves productive when i am not constantly watching them...

They don't flee if they stay in base/tent. Slave work could have been overlooked, need to test this.
I don't understand "XPing rats in public locations". You leave mercs in New Reno sewers or something?
Not sure if it should be possible to level up followers without you actually playing.
Title: Re: Changelog 31/12/12
Post by: naossano on December 31, 2012, 11:18:28 am
It's great if they don't flee the base, when the char is not there and keep mining.
About the PXing, i rarelly do it, but it was nice sometimes to keep some places safe from evil npcs.
Title: Re: Changelog 31/12/12
Post by: Prometheus on December 31, 2012, 11:22:46 am
Craftable crates and lockers, and buff to shotguns!! Thats great addition! Thanks!!!
Title: Re: Changelog 31/12/12
Post by: Jackiepaipai on December 31, 2012, 11:26:00 am
Good update !
Title: Re: Changelog 31/12/12
Post by: AtomicWrangler on December 31, 2012, 11:53:06 am
Thx for this nice update :)
Title: Re: Changelog 31/12/12
Post by: vinio on December 31, 2012, 12:15:20 pm
nice update
Title: Re: Changelog 31/12/12
Post by: SPaCe116 on December 31, 2012, 12:50:09 pm
Craftable containers and shotguns buff are totally amazing. The game will be much more interesting, when there will be different roles of the battle characters. I would like to see that support shotguns knock-downing everything. But yeah, we need to test it, cause it seems to be too high knock-chance. Usually in the battle knock-out means dead.

Devs, is it bug or planned change to remove barter? I remember when it was important part of the game for me. I could trade unnecessary stuff for ammo, drugs etc. Actually selling prices havent any sense. Is it still possible to repair it in this season?
Title: Re: Changelog 31/12/12
Post by: racoon on December 31, 2012, 12:51:50 pm
i dont know why everyone is so excited about idea stolen from fonline: requiem.
Title: Re: Changelog 31/12/12
Post by: Mike Crosser on December 31, 2012, 01:12:12 pm
Thank you devs,wonderful update.
Like nexxos said "This is my boomstick"
Title: Re: Changelog 31/12/12
Post by: Enzotainment on December 31, 2012, 02:16:02 pm
i dont know why everyone is so excited about idea stolen from fonline: requiem.

A good idea is a good idea.
Last I checked this game wasn't called Fonriginal2238, so what's your point?
Title: Re: Changelog 31/12/12
Post by: Lexx on December 31, 2012, 02:59:30 pm
idea stolen from fonline: requiem.

Damn, a different game had the same feature already. Now we have to remove it, because it cannot be in another game! :/
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on December 31, 2012, 03:01:14 pm
Craftable containers and shotguns buff are totally amazing. The game will be much more interesting, when there will be different roles of the battle characters. I would like to see that support shotguns knock-downing everything. But yeah, we need to test it, cause it seems to be too high knock-chance. Usually in the battle knock-out means dead.

Devs, is it bug or planned change to remove barter? I remember when it was important part of the game for me. I could trade unnecessary stuff for ammo, drugs etc. Actually selling prices havent any sense. Is it still possible to repair it in this season?

"Knock down " means dead, "knokback" is something other.
Title: Re: Changelog 31/12/12
Post by: racoon on December 31, 2012, 04:22:51 pm
Damn, a different game had the same feature already. Now we have to remove it, because it cannot be in another game! :/

you said it ;D
Title: Re: Changelog 31/12/12
Post by: LittleBoy on December 31, 2012, 05:47:23 pm
Added a few recipes to fixboy for craftable containers!

best update ever!  ;) this is a good way, keep it up!
Title: Re: Changelog 31/12/12
Post by: DeputyDope on December 31, 2012, 06:23:30 pm
good update.
Title: Re: Changelog 31/12/12
Post by: codave on December 31, 2012, 11:32:05 pm
My bases and tents look like they've been raped, now that I don't have to put all the extra crap on the ground.

Craftable containers = WIN.

Excellent update.
Title: Re: Changelog 31/12/12
Post by: Roachor on January 01, 2013, 05:45:09 am
is there knockdown for sawed off/shotgun?
Title: Re: Changelog 31/12/12
Post by: JovankaB on January 01, 2013, 08:05:26 am
is there knockdown for sawed off/shotgun?

There should be, 40% chance.
Title: Re: Changelog 31/12/12
Post by: Lordus on January 01, 2013, 09:57:31 pm
Good update mayck!
Title: Re: Changelog 31/12/12
Post by: -Fojtik- on January 02, 2013, 10:32:02 am
Good job, keep it up!
Title: Re: Changelog 31/12/12
Post by: Jotisz on January 02, 2013, 12:37:41 pm
Nice update!
Its nice to see that shotguns get some boost. And with the new containers no more mess at the bases :)
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on January 02, 2013, 03:30:04 pm
Now boost a little p90 and Small guns are ok =)
Title: Re: Changelog 31/12/12
Post by: avv on January 02, 2013, 07:22:01 pm
Good update.

Which one of the containers has biggest capacity?
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on January 02, 2013, 07:27:04 pm
The big ammo crate i think.
Title: Re: Changelog 31/12/12
Post by: DocAN. on January 02, 2013, 08:08:01 pm
safe?
Title: Re: Changelog 31/12/12
Post by: Wipe on January 02, 2013, 08:51:19 pm
Which one of the containers has biggest capacity?

Fridge.
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on January 02, 2013, 08:52:29 pm
Fridge?? How can we craft it?
Title: Re: Changelog 31/12/12
Post by: Dark. on January 02, 2013, 08:53:17 pm
Nice update guys.
Title: Re: Changelog 31/12/12
Post by: Tomowolf on January 02, 2013, 09:03:26 pm
Fridge?? How can we craft it?
Blueprint..... I hope not ; D
Title: Re: Changelog 31/12/12
Post by: Cyber Jesus on January 02, 2013, 09:04:55 pm
Fridge.
Which one of the containers that we can craft has the biggest capacity?
Title: Re: Changelog 31/12/12
Post by: Wipe on January 02, 2013, 09:07:36 pm
Fridge?? How can we craft it?
Eh, sorry, looks like fridge didn't get in. In that case, (wide) ammo box / locker - both have same value assigned.
Title: Re: Changelog 31/12/12
Post by: Wichura on January 02, 2013, 09:15:58 pm
One does not simply craft a fridge.

Use Steal skill instead.
(http://static.fjcdn.com/pictures/Nigga_7d228d_432916.jpg)
Title: Re: Changelog 31/12/12
Post by: Alvarez on January 03, 2013, 12:44:12 am
Fridge should be a unique item and Fridgeman should get it first.
Title: Re: Changelog 31/12/12
Post by: Berko on January 03, 2013, 02:40:58 am
And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)
Title: Re: Changelog 31/12/12
Post by: jacky. on January 03, 2013, 04:19:16 am
And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)

i bet this is same panzer fridge indiana jones used to hide from nuclear blast

https://www.youtube.com/watch?v=lbrzQMbTYZM
Title: Re: Changelog 31/12/12
Post by: Mr. Oddjob on January 03, 2013, 05:55:54 am
http://www.youtube.com/watch?v=MD_B4GQkKVI
Title: Re: Changelog 31/12/12
Post by: Wipe on January 03, 2013, 09:13:59 am
And he will mutate in a real Fridgeman
(http://kabefis.free.fr/Fonline/Fridgeman_T.png)
Let's not forget about other concepts (#1 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvYXZ2LypmcmlkZ2VtYW4xLmpwZyplMzk0OWFlZTRlZjA0YTgzY2JlMjI3ZjcxMTRjNWU2Nw) #2 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvR2F6b2lsLypGcmlkZ2VNYW4uZ2lmKmQ1NzQ1YTE2MWM2ODBhNWQ3ZDc1NTBjMjU3YWUxODJj) #3 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvTXVkZ3V0cy8qZnJpZGdlbWFuLmpwZyoyOTI3NDZiNTVkNzcxOWYzZjIzODdkN2Q4YzI0YzUyNQ) #4 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvUkovKmZyaWRnZW1hbi5qcGcqMWM2YmY1YzczMTQyZWNhMDBlOWJkMWI4MWM2MzdmNGI) #5 (http://fonline2238.net/~wipe/pics/index.php?sfpg=MjIzOC9GYW5BcnQvdmlsYXovKmZyaWRnZW1hbi5wbmcqMjFiZTUwZTdiMGE3YjMxZGI5ZWY2N2M3MThkMzJmOTg)) !1onetwofour
Title: Re: Changelog 31/12/12
Post by: Gob on January 04, 2013, 02:37:30 pm
FINALY CRAFTABLE CONTAINERS!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! THANK YOUUUUUUUUUUUUUUUUUUUUUUUUUUUUUU :X :X :X :X :X :X
Title: Re: Changelog 31/12/12
Post by: greenthumb on January 05, 2013, 11:22:58 am
now when players dont store stuff in piles on the ground, will this any influence server stability?
Title: Re: Changelog 31/12/12
Post by: Lexx on January 05, 2013, 11:51:13 am
Highly unlikely that people will feel a difference.
Title: Re: Changelog 31/12/12
Post by: jacky. on January 05, 2013, 07:09:10 pm
But it is very good feature. I miss only armors like ba, ea,ncr ca and adv chem components. And some new good features like mr handyman who can repair or craft stuff
Title: Re: Changelog 31/12/12
Post by: T-888 on January 05, 2013, 07:32:07 pm
In a way the game looks very refined and polished now, fix some basic stuff like crafting, trading system and there is only Wipe waiting to happen with some innovations, just not so over-ambitious as previously because it was at expense of normal gameplay for a lot player for a long time.
Title: Re: Changelog 31/12/12
Post by: Cyber Jesus on January 05, 2013, 07:32:45 pm
I miss wipe
Title: Re: Changelog 31/12/12
Post by: sHoW. on January 05, 2013, 07:46:35 pm
But it is very good feature. I miss only armors like ba, ea,ncr ca and adv chem components. And some new good features like mr handyman who can repair or craft stuff

Who dont miss it?
Title: Re: Changelog 31/12/12
Post by: Trokanis on January 06, 2013, 12:59:11 pm
Yeah doing great, just some polishing of little things like repair, and such and we be looking at some more fun.
Title: Re: Changelog 31/12/12
Post by: Roachor on January 06, 2013, 06:26:16 pm
They don't flee if they stay in base/tent. Slave work could have been overlooked, need to test this.
I don't understand "XPing rats in public locations". You leave mercs in New Reno sewers or something?
Not sure if it should be possible to level up followers without you actually playing.

Leaving mercs overnight in reno sewers is the only sane way to lvl them, only thing more boring than grinding in fonline is watching npcs grind other npcs. Like honestly who benefits from that kind of gameplay, why not just make a game where you cut yourself to lvl your char and it gauges your suffering to determine xp?
Title: Re: Changelog 07/01/13(Server wipe)
Post by: Alvarez on January 07, 2013, 07:17:06 pm
Darn, I've been trolled again x_x

Nope, trolling is changing the subject overhead, getting replies and a critical hit by a banhammer.
Suicide trolling all up in this bitch.  :-*
Title: Re: Changelog 31/12/12
Post by: -Max Payne- on January 07, 2013, 08:49:05 pm
Why is it writing " changelog 07/01/13 (server wipe) " ?
Title: Re: Changelog 31/12/12
Post by: sHoW. on January 07, 2013, 08:50:34 pm
I was saw 7/1/2013 server wipe what the hell ?
Title: Re: Changelog 31/12/12
Post by: Haraldx on January 07, 2013, 08:55:56 pm
Oh shut it with all the wipe talk. It was because some idiot bumped the wipe changelog, there is no wipe and there will be no wipe.
Title: Re: Changelog 31/12/12
Post by: Cyber Jesus on January 07, 2013, 08:58:31 pm
I want wipe with a massive changelog and 3D
Title: Re: Changelog 31/12/12
Post by: Keksz on January 07, 2013, 09:03:35 pm
I want wipe with a massive changelog and 3D
Yeh and I want PA,caravans,Bozar,Pulse rifle and a bunch of weed....
Title: Re: Changelog 31/12/12
Post by: Mrockatansky on January 07, 2013, 09:11:26 pm
First some minor flaws like the broken crafting- or trader system should be dealt with. Don't you think?

Ceterum autem censeo gibe back Namecolorization.
Title: Re: Changelog 31/12/12
Post by: Haraldx on January 07, 2013, 09:44:38 pm
massive changelog
Then give the devs time. Changes don't happen by whining all day on the forums.
3D
It's done when it's done. Come help us, maybe something good will happen.
Title: Re: Changelog 31/12/12
Post by: JovankaB on January 07, 2013, 10:05:12 pm
You can have a massive changelog if we don't make any update for a year.
Instead of impressing people I think it's better to improve the game regularly in smaller steps.

:3
Title: Re: Changelog 31/12/12
Post by: Alvarez on January 07, 2013, 10:17:48 pm
Sadly its all about impressing people, so go figure, people can be negatively impressed, too. And this is all the trolling all about, right, Rotators?;)
Title: Re: Changelog 31/12/12
Post by: T-888 on January 07, 2013, 10:19:31 pm
Those big change-logs doesn't help in that regard, developers literally would have more control of what they do, development would be more constant instead of trying to present us a new game each time, judging of how much they try to squeeze in Wipe, it's unnecessary.

I will just leave this here.

You can have a massive changelog if we don't make any update for a year.
Instead of impressing people I think it's better to improve the game regularly in smaller steps.

:3

Now this is rational thought, logic behind the walls of the human mind ... on this forum! At last, they finally figured it out!!!
Title: Re: Changelog 31/12/12
Post by: Lexx on January 08, 2013, 05:58:29 pm
And it is all your fault of course.
Title: Re: Changelog 31/12/12
Post by: Andr3aZ on January 08, 2013, 07:23:32 pm
You really are doing that thing with the cat smilies now? Oh lawdy

Well if that "random stuff spawning in random containers" thing is finally implemented, I will never need another update again.
Title: Re: Changelog 31/12/12
Post by: S.T.A.L.K.E.R on January 10, 2013, 06:16:06 am
The follower commands are confusing now (http://fodev.net/forum/Smileys/classic/huh.gif)
Title: Re: Changelog 31/12/12
Post by: BLDYMSS on February 09, 2013, 06:56:54 am
- "Attack everyone" follower modes disabled. Followers have 3 combat modes: 1) protect owner (and other followers of the owner) 2) protect owner and attack intruders in base/tent 3) flee.

Sorry for maybe unessecary bumb.
What about guards in faction bases? I cant leave mercs or slaves as guards in bases because they attack
-people with no faction that are INVITED
-people with no faction that were marked as FRIENDS
-people who are in another faction already and given status INVITED or FRIEND.
The Bases are set to be visible for both invited and friends.
Tested it with several alt's merc troops in different bases. The attacking mercs/slaves are set on
2) protect owner and attack intruders in base/tent

It makes for great traps (friend someone, he sees base and goes there and gets massacred by swarm of mercs  ;D)
But else it MAKES ABSOLUTELY NO SENSE TO ME!
Can this be changed somehow, or am i doing something wrong?

Thx for answers
Title: Re: Changelog 31/12/12
Post by: Bego on February 10, 2013, 11:24:59 am
Sorry for maybe unessecary bumb.
What about guards in faction bases? I cant leave mercs or slaves as guards in bases because they attack
-people with no faction that are INVITED
-people with no faction that were marked as FRIENDS
-people who are in another faction already and given status INVITED or FRIEND.
The Bases are set to be visible for both invited and friends.
Tested it with several alt's merc troops in different bases. The attacking mercs/slaves are set on
2) protect owner and attack intruders in base/tent

It makes for great traps (friend someone, he sees base and goes there and gets massacred by swarm of mercs  ;D)
But else it MAKES ABSOLUTELY NO SENSE TO ME!
Can this be changed somehow, or am i doing something wrong?

Thx for answers

This may be one extremely retarded solution to the problem but you could just make a construction site with the same leader of the previous base (so its basically 2 bases of the same faction) and people can come to construction site to accept invitation, at least until/if the mercs are fixed/modified.
Title: Re: Changelog 31/12/12
Post by: JovankaB on February 10, 2013, 01:30:07 pm
One more possible solution would be filling a ticket in bug tracker with detailed description of the problem.